Usingmultimedia t canty


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Usingmultimedia t canty

  1. 1. Using Multimedia and Emerging Technologies in the Classroom Toye J. Canty TEC – 538 Nov. 7, 2012
  2. 2. Introduction Teaching today involves using technology and traditional resources when developing and implementing lesson plans and classroom activities. Research states, “Today’s teacher can choose which form of technology will put with. As such, multimedia technologies offer today’s classroom teachers the opportunity to move from a largely linear learning environment to an increasingly nonlinear environment. Such technologies also allow students a strong degree of choice as they pursue learning with multimedia texts.” (Lambert & Cuper, 2012)
  3. 3. Multimedia and emerging technology in the classroom The following presentation will explain:  Current research about multimedia and emerging technology in the classroom.  The impact on the student.  How to incorporate multimedia in current curriculum.  Technology available for staff.
  4. 4. Current Research “We cannot assume that learners learn the same way they always have and that the same methods we used years ago will work today. Based on recent research in neurobiology, digital natives are indeed different.” (Lambert & Cuper, 2012)
  5. 5. Current Research A recent study by CompTIA, which surveyed 500 K-12 and college instructors across the country, found that 78 percent of K-12 teachers and administrators believe technology has positively impacted the classroom and the productivity of students. Roughly 65 percent of educators surveyed also believe that students are more productive today than they were three years ago due to the increased reliance on technology in the classroom. (Lytle, 2012)
  6. 6. Impact on students Motivation and Self-Esteem Students who use multimedia in the classroom develop the motivation to excel, in the classroom and beyond. Most students enjoy the instant feedback of multimedia and the relevance to their everyday lives. Students who use multimedia can also develop stronger self-esteem. They take pride in learning new technology, and enjoy using technology in a creative way. (Murphy, 2012)
  7. 7. Impact on students Collaboration Multimedia in the classroom encourages students to work with each other, developing teamwork skills and learning from their peers. Working with multimedia technology such as computers or video involves many different small steps. If a student doesn't understand one particular step in the process, her classmate steps in and offers casual advice. This kind of informal peer-to-peer tutoring benefits both students, building confidence and social skills. Multimedia is also more visible than traditional classroom media. Rather than handing essays to the teacher, students work on computers or online environments. The whole classroom is able to view the project, fostering a spirit of collaboration and cooperation. (Murphy, 2012)
  8. 8. Impact on students Active Roles Using multimedia gives students active, participatory roles in the classroom. They have independence to make decisions and control technology, which leads to more personal investment in the project. While using multimedia, students often think more critically about their own progress and abilities. Students also use more outside resources and feel connected to society at large. For example, in an online environment students learn how to properly cite sources and which websites have trustworthy information. (Murphy, 2012)
  9. 9. Impact on students Design Skills Presentation is just as important as content. It's important for students to express themselves through video, audio, animation or any other possible medium. Students can learn these design skills through firsthand experience with educational multimedia. While many students are accustomed to writing papers or giving oral presentations, using technology requires a new mindset and creativity. Students learn which medium is the most appropriate for different projects. (Murphy, 2012)
  10. 10. Incorporating multimedia into curriculum More reasons to use multimedia in the classroom  Develop a community of learners through online ice-breaker activities.  Help students visualize difficult concepts or procedures more easily.  Make language and culture come alive.  Provide a list of authentic assignment options.  Enhance accessibility.  Enable visualization of concepts and their connections.  Encourage collaboration and feedback .  Make learning personal.  Help students document and present their learning through authentic assessments. (Schroeder, 2010)
  11. 11. Incorporating multimedia into curriculum Ways to incorporate multimedia into the curriculum include:  Blogging  Simulations  Hypermedia  Video playlists  Wikis  Social media  Digital cameras
  12. 12. Incorporating multimedia into curriculum  The following link shows teachers using technology in the classroom. ("How to use," 2009)  Also, see video on blogging. (Barry, 2012)
  13. 13. Technology Available My school has the following technology:  Smart boards  Desktop and laptop computers  Digital cameras  Videos cameras  Headsets  Printers  Projectors  Speakers  Wireless Internet  Windows 07
  14. 14. References Barry, C. (2012). Educational blogging: Blogging in the curriculum. [ [ [Web Video]]]. Retrieved from Edtopia (2009). How to use new-media tools in your classroom . (2009). [ [ [Web Video]]]. Retrieved from Google Images. (2012). art animations of teacher. (2012). [ [ [Web Graphic]]]. Retrieved from art animations of teacher Lambert, J., & Cuper, P. (2012, 11 06). Multimedia technologies and familiar spaces: 21st-century teaching for 21st-century learners . Retrieved from Lytle, R. (2012, 11 06). Study: Emerging technology has positive impact in classroom . Retrieved from positive-impact-in-classroom Murphy, S. (2012, 11 06). Effects of using multimedia in the classroom. Retrieved from Schroeder, B. (2010, 08 04). 10 reasons to use multimedia in the classroom. Retrieved from Shastry, N. (2012). Day at school. [ [ [Audio File]]]. Retrieved from Tech 2011. animated teacher . (2012). [ [ [Web Graphic]]]. Retrieved from